[SETUP] 3d20

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[SETUP] 3d20

Post Post #0 (ISO) » Thu Jan 21, 2021 9:11 am

Post by Cook »

Role List:

X
3d20
s

This game is non-Normal, and might be considered Bastard due to cult. All flips are guaranteed to be real, and all Cop-type roles are guaranteed to be sane.

All players have the role 3d20. When confirming, they will send a 3d20 dice tag. The mod then takes these dice, creates a role PM, then edits it as necessary to make the role function in the game, and then rands the setup.

The concept behind this is that everything in this setup is player-generated
Role PM
3d20


Roll 3d20 and send them back to me to confirm. I will send your role PM.


Add this part in to your initial posts.
Spoiler: First Die - Alignment
1-12
- Town

13-14
- Mafia

15-16
- Werewolf

17-18
- Alien

Aliens get one night-kill.
19
- Cult

Granted Cult Leader abilities as well. Re-roll this as Third Party if a Cult Leader already exists.
20
- Third Party

(Roll 1d4 to determine your wincon:
1. Survivor, 2. Jester
3. SK, 4. SK)
SK gains a nightkill if selected.


Spoiler: Second Die - Role
1 - Vanilla (town)/Goon (groupscum)/Bulletproof (3p)
2 - Alignment Cop (moderator, roll another d20 to determine which alignment it finds, turning it essentially into a Bloodhound, Cop, Seer, Conspiracy Theorist, Private Investigator, or FBI Agent, depending on what rolls)
3 - JOAT (With a 1-shot of Alignment Cop, Doctor, Roleblocker, and one role on this list (roll d20) each.)
4 - Mason-type (Roll d20, rerolling same-faction results, to determine if they are added to the Hypogeans, Masons, Monks, Truthers, Atheists, or Neighborhood Watch, based on what evil alignment rolls)
5 - Neighborizer/Cult Leader
6 - Fruit Vendor
7 - Paranoid Gun Owner
8 - Parity Cop
9 - Role Cop
10 - Tracker
11 - Asceticizer
12 - Motion Detector
13 - Finder (moderator, roll another d20 and consult this list for the result)
14 - Voyeur
15 - Doctor
16 - Babysitter
17 - Bus Driver
18 - Jailkeeper
19 - Roleblocker
20 - Vigilante/Serial Killer


Spoiler: Third Die - Modifier
1, 2, 3 - Normal (no modifier)
4 - 1d4-shot (may only use the ability in question the specified amount of times)
5 - Multitasking (may use multiple abilities that aren't the same in the same night)
6 - Odd-Night (ability only works on odd nights)
7 - Even-Night (ability only works on even nights)
8 - Night 1d4 (ability only works on the night specified)
9 - Simple (ability only works on Vanillas and Goons)
10 - Complex (ability only works on power roles)
11 - Reflexive (will passively use their ability if someone visits them)
12 - Activated (must choose when to use their ability the day before)
13 - Doubled (may use their ability twice in the same night)
14 - Rampaging (uses ability on everyone who also visited their target)
15 - Godfather (appears Town)
16 - Miller (appears Mafia)
17 - Hirsute (appears Werewolf)
18 - Ugly (appears Alien)
19 - Evangelistic (appears Cult)
20 - Reroll twice, adding both modifiers. If they contradict, the higher die wins. If they are complementary (read: even and odd night) they cancel out.


Pregame

Aliens are given a bonus role in their PT.
All 3p players will also be given a bonus role PM. They may choose to pick either role to confirm as.

For up to one prod timer's length at the start of the game all Aliens may choose to shuffle around and redistribute their roles as they see fit, including the unused role. These will lock at the end of that timer.




Sample:

dice tags removed because previewing sucks

3d20 - I rolled a 17, 4, and 12. Alien Mason-type Activated
For the Mason-Type roll. I rolled a 20, which is 3P, so Neighborhood Watch.

Meaning the role PM is as follows:
Alien Activated Neighborhood Watch

- You are a member of the Aliens, a group of evil villagers who want to kill off the rest of the Town.
- Your Alien PT is
here.

- As a member of the Aliens, you share a night-kill, which you may opt to execute. As a faction, you may only do the nightkill
X
amount of times.
- During the day you may PM the mod to join the Neighborhood Watch PT the night following, a secret group of players who are all guaranteed to not be Third-Parties.
Last edited by Cook on Wed Sep 15, 2021 6:09 am, edited 8 times in total.
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Post Post #1 (ISO) » Thu Jan 21, 2021 9:55 am

Post by Gypyx »

Town Specific Cop is a Bloodhound here btw
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Post Post #2 (ISO) » Thu Jan 21, 2021 1:35 pm

Post by Cook »

neat, will update
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Post Post #3 (ISO) » Thu Jan 21, 2021 5:07 pm

Post by Jake The Wolfie »

.

I mean, we do have Grand Idea.
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Post Post #4 (ISO) » Fri Jan 22, 2021 4:46 am

Post by Cook »

But that's not RANDOM enough.

Also this should create some seriously interesting role combos that we've never thought of before.
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Post Post #5 (ISO) » Fri Jan 22, 2021 4:49 am

Post by Gypyx »

aliens should get buffed by getting bonus roll tags or something also
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Post Post #6 (ISO) » Fri Jan 22, 2021 4:55 am

Post by Cook »

Here's a thought:

aliens get one? two? extra rolecards

pregame they choose which rolecards go to which players
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Post Post #7 (ISO) » Fri Jan 22, 2021 5:04 am

Post by Gypyx »

wdym by extra rolecards?
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Post Post #8 (ISO) » Fri Jan 22, 2021 5:09 am

Post by Cook »

When the Alien faction rolls, all Aliens get the same PT, right?

The Moderator rolls an extra alien-sided role or two, and then, during pregame, all Aliens are allowed to swap around their roles, including the unused one, until the thread opens, after which roles for Aliens are locked in.
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Post Post #9 (ISO) » Fri Jan 22, 2021 5:10 am

Post by Gypyx »

huh...

feels ~kinda~ weak

but that could be enough
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Post Post #10 (ISO) » Fri Jan 22, 2021 5:12 am

Post by Cook »

consider also this entire game revolves around being as erratic as possible

setup is open, of course, but there's some like 12,000 possible roles from just three dice rolls plus modifiers
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Post Post #11 (ISO) » Sat Jan 23, 2021 8:30 pm

Post by Cook »

Now, to mod this after something a little more regular.

Expect this in the theme queue in the near future.
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Post Post #12 (ISO) » Sun Jan 24, 2021 4:29 am

Post by Jake The Wolfie »

Also, this setup could theoretically generate Minority towns.
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Post Post #13 (ISO) » Sun Jan 24, 2021 4:30 am

Post by Gypyx »

it's actually more likely that town will be in minority there
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Post Post #14 (ISO) » Sun Jan 24, 2021 4:32 am

Post by Jake The Wolfie »

8/20ths of the game will be town, given average luck per person.
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Post Post #15 (ISO) » Sun Jan 24, 2021 4:41 am

Post by Gypyx »

1-11 - Town
12 - 13 - Mafia
14-15 - Werewolf
16 - 18 - Alien
Aliens get one night-kill.
19 - Cult
20 - Third Party (roll 1d4 for type of role, 1 : surv 2: Jester 3/4 : SK)

fixed, kinda
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Post Post #16 (ISO) » Sun Jan 24, 2021 5:48 am

Post by Cook »

Updated alignment table: Town rolls on 1-12, Mafia on 13/14, WW on 15/16, Alien on 17/18, Cult on 19, but it rerolls as 3p if multiple were chosen, and 3p on 20.
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Post Post #17 (ISO) » Thu Feb 11, 2021 3:10 am

Post by Cook »

Updated to fix town-specific cop terminology
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Post Post #18 (ISO) » Fri Apr 09, 2021 5:10 pm

Post by Cook »

Updated to boost the power of 3P and Alien roles by granting them slight role flexibility.
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Post Post #19 (ISO) » Sat Jul 17, 2021 5:30 am

Post by Cook »

Making final tweaks and putting this in Mini Theme.
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